Kirby’s Return to Dreamland Walkthrough
Kirby’s back to his roots — inhaling and copying the abilities of various enemies, then using those abilities to traverse side-scrolling stages filled with pitfalls. This Kirby is best enjoyed with friends; just like Mario Bros. Wii, four players can hop onto a single chaotic screen to help or hinder your progress through whimsically dream-like landscapes. Taking an odd sci-fi turn, the plot is all about finding the shattered pieces of an alien spaceship. In your dreams, anything is possible.
Here you’ll find our walkthrough for Kirby’s Return to Dreamland. For more great video walkthroughs, stop by Game Front’s Youtube Channel, and don’t forget to subscribe for the most up-to-date video coverage.
Level One Stage One
The game will instruct you to inhale bad guys, using button one, to get the hang of controls. If you move past and come back, the bad guys will regenerate, in case you need more practice. The second sign post will remind you of your basic attack, but this time you’ll face a knight, and he will attack you. Another knight follows, along with some more of the basic bad guys, which we will now call goobers.
The next assignment is to learn to dash, which will carry you across gaps. A strong jump after a dash will net you all the stars after the second dash. Then you learn how to float, which you do by jumping and then pumping the jump button. Hit attack in the air to kill the flying enemy and drop after you grab the cherry. Beyond that is a bad guy guarding a door, but first take a running leap from the highest point and float to the right. There’s a red star here for the taking. Then proceed through the door.
Eat the next two enemies and then consume the knight. The next sign will tell you to push down, which will activate the sword, but it’s actually telling you to push down while you’re over the walkway, so you can proceed. Kill the goobers in your way, then you’ll see a star key. Pick it up, jump over the mushrooms, and open the door for your first Energy Sphere!
Now you’ll learn the super consume (I found it easiest to hold down the button and press back and forth rather than shaking the controller), which takes out both big obstacles and big bad guys. Kill the next two super goobers, but drop down for some more loot before moving up after the arrow, to the next door.
Once outside again, you’ll see a shiny knight. Jump over him, consume a goober, and then shoot it at him. He will give you the Ultra Sword, which is badass, but has a time limit. Now every piece of scenery you see that has a star on it can be destroyed and the oncoming waves of bad guys are a snap to take out in very flashy fashion. You will also uncover a glowing blue star.
Through this star is a black and white section that is all about speed. You will need all the skills you learned so far to stay ahead of the chasing wall. TIP: You can shoot at the wall with stars that you consume and it will briefly halt it as it chases you. This can save your bacon. Enter the door, and you can choose your weapon. I found the sword very helpful against the bat-like first boss, the Sphere Doomer, who then gives you the second two Energy Spheres you need! Jump into the big star to keep going. The attacks here will largely be the same for all the Doomers to follow, choose a strong weapon, and don’t let up. Block when necessary, but otherwise press your advantage and they fall quickly.
Jump up and over where the star was, avoid or kill the flying bad guys, and then you’ll see the end door. Jump over it and float up for another big red star, which should give you your first star one-up.
Entering the door will automatically load the Goal Game, so be ready to hit the 2 button to earn some bonuses.
Level One Stage Two
You’ll open with three flower guys. When they hit the ground they will attack, so take them out first. Up the ladder and you’ll hit a stretch with lots of goobers, including some big ones, but it’s very straight forward. At the end is a big star, which will take you on a trip!
To your left are some stars. To the right is your first encounter with the Cutter power, which is pretty sweet, it’s a sharp throwing weapon with a boomerang effect. Don’t forget, any weapon can be charged up by holding down the attack button!
As you keep going, there’s a cutter bad guy who will give you the weapon again if you lose it, and hold onto it because there’s a big blue star you can only get with a sharp implement. Sweet. Just a little bit further to the right is the next door.
In the next section you’ll pick up a cannon, so just move and leap to adjust its firing trajectory. It will pretty much take out everything in its path. Use it to hit a star switch which will allow you to proceed, and near the end clear out some bricks above you. Once the cannon runs out of gas, throw it away and float up to the Energy Sphere that you exposed above you. Watch out for the witch guarding the door to the right, and proceed.
Next you get the very exciting needle hat. You can use it to attack straight up in a massive attack, which comes in handy as you climb this passage. Look for loot on both sides as you ascend. Up top you’ll meet eye guy for the first time. He’s a goober who takes some extra killing. He also gives you the beam attack if you eat him.
Up top, head all the way to the left to break through the floor for some extra stars, and then look up to see an Energy Sphere hidden in a tree. Grab it before you go through the door.
Here you can choose between the fire and beam attacks, and they’re for the next miniboss, who has a big sword. You can also consume and throw his stars back at him. When he’s finished off, inhale him for the sword ability. Use the sword to cut the rope ahead of you to float up for the final Energy Sphere of the level. Head to the end for a fancy door and another bonus shot.
Level One Stage Three
Proceed to the right past a few guys to the first door. Now you’re in caves, and there are cannons. You can’t hurt them, so avoid them and keep going down the ladders. Grab the spark ability when you see it, and then the path diverges. Down the right side are cannons, and a red star, so try both paths before proceeding. When you hit the bottom, drop down again to find the first Energy Sphere.
The next section moves around, but you can’t actually get smushed. Hang onto the spark, as it will clear a path above you for several stars. You will reach a point where the game instructs you to ditch the spark so you can do a super consume. That will help clear the path ahead of you, and give you some loot, then hit the star switch above so you can reach the next door.
The eye guy or the item above will give you beam, which you need for this level. Proceed using the beam to clear the way of cannons and bad guys, and then you’ll see an Energy Sphere beneath you. Use the moving platforms to move to the right, grab the key, and then use the platforms to move to the left, avoiding the flying bad guy. This will give you the second Energy Sphere.
Head back to the right and up. Use the beam to continue clearing the way, and you’ll reach the next door. Drop down for some stars before you go through.
As you move along, the path will split. The path beneath you will be followed by a little dude with the key, and you will have to match his speed, which means you will need to plow through the enemies ahead of you very quickly. Catch up with him to get the key, which will allow you to grab the third Energy Sphere over the next gap.
Level One Stage Four
This is the first stage with FOUR Energy Spheres in it. In case you need arms, the first bad guy has fire, and the guy beneath you is a cutter. Be careful when you reach a rise, as the stone column will collapse on you. Keep an eye out for wobbling pillars, as there are several more as you proceed. When you reach a ladder with a mushroom above you, walk through a door in the wall for the first Sphere. You’ll have to dash past the next section to reach the next door.
Very soon in the next section you’ll hit a star switch that drops a lollipop on you and now, so long as you maintain your floating well, you can haul through the rest of the level invincible. When you see who bows and a spider above you, float up into them for some goodies, and then head to the right to find the next door.
Proceed through the level until you pick up a tuba. This will shield you from above as you continue. Throw it away and grab the new one when you get an opportunity. When you reach the star switch, stand against the wall to the right and let the goobers drop onto you. Then ditch the horn and fetch the next Energy Sphere. Head up to the next door.
The first bad guy you see is a super fire guy. Ditch your current weapon and consume him to decimate this level, making things easy. Your primary attack goes a bit over your head, so keep that in mind when lining up your shots. You will unveil a black hole star, so hop on in.
The first section is all about super consumes and dashing, but it’s not hard. After that, choose your weapon of choice, leaf or spark, and prepare for another Sphere Doomer. If you lose your weapon, just eat his projectiles and throw them back at him.
Level One Stage Five
This is your first boss stage. You get a choice of weaspons, the cutter worked well here, and you face off against the not-particularly-menacing Whispy Woods. Charged attacks work very well to get him down to the halfway point of his energy, and you can stand pretty close to him. After the halfway point, he bulks up and he’ll suck you in for damage if you don’t dash away from him. Losing your weapon means it’ll take a lot longer to drop him, consuming apples and bad guys and throwing them back for damage, but if you stay to the left, you can defend and consume at will.
Level Two Stage One
Almost immediately you get the whip, which isn’t as flash as some powers, but which can grab items from behind walls. You’ll meet some new bad guys as you move through this level, but nothing too challenging.
Through the first door, you’ll run into gallop pig-like creatures, but fire easily defeats them. When you get past the pigs you’ll see a big rope. This is actually a fuse, so set it on fire, and head to the right to jump in the cannon, which will launch you up to find a Sphere. Once you return, ditch the fire and find the big grey block, which leads to a needle cap and a red star. Then go through the door.
Now you’ll be in an Indiana Jones-like series of rolling boulders that you will release. All but the first you should be able to stay BEHIND and this is key as the last two you can chase all the way to another Sphere before going through a door.
Now you’ll need to stay above the boulders, and when faced with a truly monstrous one, drop through the floor, before another door.
You’ll see an invicibility pop, which will allow you to plow through the next section without trouble. After the next door, you’ll get access to the parasol, which allows you to attack and drift as you fall. You’ll get the chance to switch to the sword or the whip before you fight Bonkers, a gorilla with a hammer. Consume him after the simple fight for his weapon of choice, which will allow you to grab the last Sphere in the level.
Level Two Stage Two
If you held onto the hammer, the first part of this level is a snap. Just keep heading right and dishing out punishment.
Now you’ll get a chance to turn to stone, so use the item and drop from the air onto the slope, where you will roll over everything in your way. Keep turning to stone if you want items from the pits, and when you start the second sliding section, look for a stump off to the right. Arrest your sliding by jumping, then go turn into stone on top of the trunk to reach a secret area with a Sphere. Here, hit the trunk and then move to the right and jump to get inside the wall that will quickly appear. Then float your way out to the right and go back to what you were doing, sliding down to the bottom of the section, where there’s a door.
The sea anenomies here spit at you, and then rest, so they’re easy to avoid. Once out of the water you can arm yourself with water from the spitter, or a sword from a knight soon after. The next water section looks complicated, but you can either float through it attacking the anenomies in the air, or just walk along the bottom. There is a secret star door on the water floor, just before the end, and inside is another room with a Sphere. Beyond that is a star that will take you to the next section.
In the next spot you’ll kill a bad guy and then see a gold and blue widget hanging from the ceiling. Hang from it to open a door to move on, and prepare for dramatic music.
Avoid the flames from the red statues, and keep ascending. Take out a super eye guy for the mega beam weapon, and then go back down and take out all the statues for some fat star action. Go back to where you powered up, kill a new eye guy to juice your beam again, and start ascending. You can head off to the left for some power ups, but you don’t need to. Clear out the room at the top for a black hole star, and enter it.
This section is weird, but pretty manageable. The floating cubes are water, and when you’re in them you swim, which is disorienting, but you can largely avoid them. When you super consume grey blocks, be sure to throw them to keep your path clear. Float rather than swim as much as possible, and at the end go into the door in the water.
There’s another Sphere Doomer, coming, obviously, and you can use a whip or a parasol. The fight isn’t any different from the others, really. Grab two more Energy Spheres for your effort and exit. Once you’re out, jump up to find another star door and finish the stage.
Level Two Stage Three
This starts out very straight forward. Just keep ascending, and grab a weapon that you like. In the second section, ascend on the left side twice for a one-up.
In the third section, the enemies will get more plentiful and weirder, but no harder. When you see the second bigass cannon, take out the big block beneath it and follow that path for a tornado powerup which will allow you to reach the first Sphere.
In the next section, look on the right for the hi-jump power, and use that to carve up the middle for the second Sphere.
At the start of the next section you can select fire or cutter powers. That’s cuz King Doo is right above. The cutter makes very short work of this miniboss, just jump to avoid his light attacks or get over him to avoid his beam. He doesn’t even have the decency to give you a Sphere! However, after him, look for a bomb in the left wall, which you can hit with the beam, which will give you a one-up and a Sphere.
Just past him a cannon will throw you up to another, and above that is a door. Jump into a new cannon, this one under your control. Go up and to the left to reach another Sphere. Keep going up, avoiding the monster cannons, to reach the final star door.
Level Two Stage Four
Be on the lookout for FIVE Spheres in this level. Grab the key, avoid the angry cats, and get to the top of the platform where you can absorb a bombadier.
The first real section is a long conveyor belt. After it ends, blast down through some blocks to reach a star door. For this you need the bombs. Kill the enemy downstairs, then place a bomb on the switch. It doesn’t matter if the bomb is ON the switch, when it explodes, it will trip it, and then you can run underneath it for the first Sphere.
After the door, follow the conveyor and avoid the spikey guys to move on. In the next section, proceed to the candle and pick it up to light the way. The top path has enemies you can avoid, but you can drop down and jump back up if you’re greedy for stars. As you move along the next upper path, you’ll see a Sphere and a hamburger. Jump up and ruin the bricks to get back to the Sphere, then head to the end.
In the next section, the typical bricks are now red-hot. Right after that are two weapons options, so you can get what is next. The miniboss is a big version of the water guys, a Galbaros, apparently, and I went with the cutter to put him down. You don’t HAVE to consume him to move on, but you do if you want any of the goodies in the next bit before the exit door.
In the next section, you’ll have to avoid giant flaming cannon balls dropping down on you while you move forward. There are a few bats and goodies along the way. After that you come to a diamond, which makes you invisible, AND lets you proceed through diamond walls. Move on carefully, avoiding enemies, and go through the wall that leads to a star door. Here you’ll easily earn the third Sphere, but lose the diamond. Dodge the last few cannon balls to reach the next door.
Grab the sword and use it to drop the cannons ahead. On the next tier down you’ll face a super knight. He will dish out the ultra sword! This will get you through the next section easily, AND help you earn a good deal of stars. Enter the black hole star for a reverse level, where you run to the left.
Head across and down to keep moving forward, and as usual be prepared to dash, consume, and super consume. Drop down at the end and double back right just a bit to reach the exit.
Now choose between the sword and the cutter for the inevitable Doomer battle. This time there are bricks in the floor that either of you can destroy, which is a substantial hazard if you’re not careful. This nets you the last two Spheres in the level. Head out through the warp star and drop down to end the stage.
Level Two Stage Five
It’s the second boss stage, unveiled with great fanfare! You’ll pass some weapons and then face the bafflingly-named Mr. Dooter. His first attack is with juggled skulls, which is easy to pass. Then he’ll turn into a tornado, which you can dash under. Float up and get in his face when he throws snakes, which will lead him to toss bombs, and then he’s all washed up! Press the attack rapidly and he’ll go down quickly. Now you get the first wing for the spaceship.
Level Three Stage One
Look out for the orange coconuts. They explode, which is very inconvenient. When you see the line overhead, you can either float past or go along it hand over hand. Next you’ll get a chance to arm ice, which is very handy for taking out the red-hot bricks coming up. Otherwise, it’s just more overhead rope and coconuts. Grab the star to fly to the next section, which is very simple, just dropping via parasol while avoiding or killing bad guys.
The tornado makes the next section a snap, just breeze through it, if you will. The next section after has moving platforms and falling platforms, so beware. Consume the flying guy at the beginning for his spear. At the second breakaway bridge, use the upward spear attack to attack THROUGH the spikey guy and hit the bomb. This will activate a secret star door.
In the following section section, you’ll see sections of breakaway scenery. Jump over and run into a super snowman, who giver you the mega freeze ability. Back track to mess that scenery up! You’ll turn into a giant snowball and wiggle the controller to plow along. Keep moving to the right, destory everything, go through the door, and then do it all again!
After all that you’ll uncover a black hole star door, and in this speedthrough section, you’ll keep dropping down, avoiding enemies, hitting star switches, and using blocks to blow through bombs to keep moving. After all that, you get a choice of tornado or sword to face this Doomer. You’ll be on a floating platform, but it changes very little. Beat him down and then grab his two Spheres. Make your way to the right, warp out, and exit.
Level Three Stage Two
The first section is kind of an introduction to this sort of water level. Avoid or kill the enemies, and move to the right. Climb the ladder at the end to move to the next section.
Move along the bridge until you meet a big cutter with an unlikely name. Tragically, when you consume him, all you get is a cutter, not a mega one. Still, use it to drop the elevator to the right and back track for a Sphere. Keep going to the door.
Grab the spear at the beginning of this section and follow the bottom path. You’ll reach a large gap, and on the right side you’ll see a switch. Go to the right side to hit it with the spear, and enter the revealed door for another Sphere.
In the next section you’ll be driving a boot. In accordance with standard video game rules, jumping off a bad guy leads to a bigger leap, enabling you to cross divides and such. Use the bad guys to get higher, reaching a secret star door before the regular door.
Ditch the boot and float up to a Sphere and a switch that will let you continue. Follow the path, avoiding the gulping eels, and look for some blocks above an eel that attacks from beneath. The last Sphere is nestled within. Avoid a few more eels, and you’re at the end.
Level Three Stage Three
You’ll fall into the water and follow it through two downspouts. After the second, watch out for stalactites falling from the ceiling as you move on. A third downspout will move you to a speed section, where current will pull you along on and off, as you dodge bad guys and smushing ceilings and floors. It’s not hard, bit it is a bit faster than what you’ve experienced so far. The current makes backtracking more trouble than it’s worth.
Through the door, you’ll be in a more vertical section. When you reach the top, which path you choose will commit you for the next section. Take the middle path for more loot. In the next section, just keep moving right, it’s very easy. Finally you’ll reach Moundo, who is tough, but who has slow attacks. He’ll give you the stone ability for besting him. Immediately following him, use the stone power to drop straight down from the first three bricks you come to, and drop to a Sphere.
Now you’ll reach another vertical section, but this time with three paths. Take the right one for the Sphere. The section after this is very fast, so be prepared to dodge, and on the walkway feel free to take out the sword guy if you want something other than stone. You’re flying along by the wind, by the way, not the current, so if you’re floating, you’ll drift up, and that’s how you can control what you grab and how you avoid bad guys. You’ll drop through another downspout, then hit another high speed area, which leads to yet another downspout. One more time, then a door.
Now you’ll grab a monster flame ability, which makes short work of the level. There are raising and lowering ceilings, but nothing fatal. Keep moving and keep torching until you reach an octopus hiding under a boat. Destroy him to unveil a black hole star.
Here you’ll move through air and water again. It’s fastest to stay to the top and swim rather than float. When you reach the point where you can, unleash a huge star by consuming grey blocks and barracuda, and then follow that star all the way to the door. You get a choice of a spear or a parasol before facing this Doomer. He’s more or less the same, but there’s water at the sides, so you or items hitting it will change the physics involved. Here’s to two more Spheres!
Level Three Stage Four
Head all the way to the bottom left. Hit the star switch to raise the floor, then swim through to the first door. In the next section you will hit bomb blocks to open the path and avoid rotating spikes. When you reach the second path down, look up for a bomb block, which leads to a door. Inside is a simple little puzzle. Use the switch to drop the bad guys, then leap up and pull the handle to drop the loot and the key. Jump OVER the switch to pick up the key, then jump back to grab the Sphere.
Keep avoiding the spinning obstacles and proceed down and to the right for the next door. In the next section you will be activating switches that allow you to proceed. After the second switch, you’ll pass a star door. Inside is invincible candy, and you’ll see a Sphere. There is a mirrored, hidden door on the other side of the pillar, and if you enter it, you can earn the Sphere.
After the third star switch there will be a passage above you where you can earn a sword and some food. Otherwise, proceed up and to the right for the next section. Now you’ll be dodging giant shells. Look for a spear as you proceed. When you pop up in a passage with a huge shell in it, you’ll hit the switch and head to the left as fast as you can. When you repeat this a second time heading to the right, look for an alcove in the floor where you can hide under the shell. This will allow you to follow its path of destruction from behind, and to earn another Sphere.
In the next section you’ll discover the timer bomb. This grows in size once you pick it up until it explodes. Grab it and start dropping down to blow up some grey bricks and get a one-up. Head down the ladder and repeat the process, only this time it’s with extending platforms. I’ll be honest, this bit is kind of a pain in the ass, because there’s a goober to avoid, and you have to throw the bomb at the end to destroy gold bricks to reach a Sphere. Then head down to get out.
Remember the moray eels? They are back. Avoid them and use the bomb blocks to keep moving. Two eels in, some of them will get a LOT bigger. Look for a passage above you to get a spear, and then follow the top path to find a bomb block in the ceiling the spear will reach, that will reveal another Sphere. Then head down and to the right. Avoid the last few eels, head down, and you’re home free.
Level Three Stage Five
Your choice of weapons here is a parasol, frost, or a spear. Just remember to defend against this guy, and you’re golden. He’s a hideous giant puffer fish, but there’s nothing special about his attacks. He gets much bigger at the halfway point, and will drop stalactites on you toward the end. Otherwise, no biggie, and you get the second set of wings for the spaceship.
Level Four Stage One
The opening of this stage is largely a gentle introduction to the ice world. Look out for the blue underfoot, it’s slippery, otherwise, there’s nothing surprising. Look for a fire guy to consume so you can take out ice bricks to follow and drop down for a Sphere. Otherwise, keep going to the right to a star door.
Now you get to play with a portable cannon again, against pigs and bomb throwers. Take your time, and be prepared to do more jumping than you did last time. After this section, you’ll be the one entering cannons. Fire yourself around to collect stars, but in the first square, the top right cannon moves you onward, and in the second square the bottom right one moves you on. Once on the right path, in the second cannon, look for a dent in the roof above you. Fire yourself up there for the second Sphere, then continue to the right. Fire yourself down instead of up from the last cannon to get a leg up on the next section.
Here you’ll be on the bottom level instead of the top one, which is where you’d be normally. Look for the Sphere overhead, and proceed to the lever which will let you out. Again, the floor is very slippery, but otherwise, this isn’t too rough. After that is a Giantedge, but before him are an eye guy and two snowmen so you can arm yourself.
Level Four Stage Two
The snowy freakshow will come at you from both sides in the beginning, with snow balls flying up from beneath and snowmen collapsing from above. Otherwise, there’s no challenge here, just get to the far right to move to the next section.
In the next part, look for a fire guy to consume, and then look for ice blocks and a fuse above you. Torch them both, then run as fast as you can to the right to get into the cannon before the fuse catches up with you.
In the secret room, take a running start to hit the star switch and get through the door before it closes. There are spikes on the other side, so odds are you’ll hit them, which is why there are nutrients above you as well as the first Sphere.
The next section is all boot-y. When you reach the second boot, the big gold block before you has a door behind it. Inside is a fun bonus section where you have to jump off four snowballs one at a time to reach more gold blocks that protected a Sphere. After that, just keep going to the right of the stage you were in to reach the next star door.
The next section is an extended stone slide. Jump up and over when you reach the gaps in the floor to avoid being shot by cannons hidden downstairs, but otherwise, just keep sliding and you’ll reach the next section. Here you get your choice of arms, which inevitably means a miniboss, doesn’t it? This one is a super Bonkers, and he gives you a monster hammer. This weapon isn’t as easily used as some of the other mega weapons, you need to be on top of your target and shake the controller, but there is no arguing with it’s nigh obscene destructive power. When you take out the largest popup bad guys at the end, you’ll reveal another black hole star.
This black and white section can be a challenge because you’re usually carrying a key, which means your jumping ability is limited. Simply jump across for the first, then jump up for the second. For the third key, stay to the right, consume the two goobers, and then fire them into the blocks to reach the bottom before touching the key. In the fourth section, the jump across the top is as wide as you can go, so jump at the last possible second. In the fifth section you’ll consume a big brick and follow it as it drops the key. Then suck up all the tiny goobers to blast the next bricks free. Once you grab the cannon, you’re in the final section. Simply keep jumping to adjust the blast trajectory to clear all the bricks and goobers in the way, and look for the exit at the top right corner.
You’re in another Doomer section now, and you get the choice of ninja or fire. I chose ninja and made short work of the boss for two more Spheres. Exit the star and head up and to the left to finish the stage.
Level Four Stage Three
Pull the switch to reveal the entrance to the level. Head down, eat the fire guy for his ability, and then use the fire to melt the ice bricks under the third ice cannon. The fire will also allow you to get to a one-up on the left as you drop by. You get a chance to grab a spear, and then you’ll enter a door underwater.
The next section you’ll move up and down to avoid giant shells again. They keep getting bigger, and as you reach the end of this part, you’ll see a star switch you can only hit if you kept the spear. Hit the switch to raise the big shell out of the way and find a Sphere beneath it. Then head to the door.
Now you’ll need to leap up and drop down to avoid the ice balls that roll down the paths ahead of you. Wait at the top of the first ladder you climb up to avoid damage, and then proceed along the bottom path, where you’ll find a diamond. Carry it all the way to the left and up, then drop it and climb back down to consume the fire guy. Use his ability to clear your path, then go through the diamond wall to find another Sphere.
The next section consists of moving between water columns. Get the cutter at the beginning, and when you reach the snowman, you’ll want to enter the door above. Kill the snowman, float to the bottom left corner of the steel platform above, and fire a boomerang up just at the edge of the water. Then get into the water ASAP as the platform is coming down. Enter the door.
Use the cutter to hit the star switch and then get out of the way of the dropping ice ball. That’s all there is to this Sphere! Back in the stage, avoid the morays to reach the next door. The next section is all about the timed bombs. Kill the snowman and then put the bomb on his platform. The timer doesn’t run unless you’re holding it! Hit the switch, float up, and then go to the right to blow open the first section. After that is a star key which leads to the next bomb. If you run fast enough, you get to use it against the next miniboss and it’ll pretty much kill him right away. For the next Sphere, you MUST get his water power. When you reach the next key, throw it on the platform to the right, kill the goober, and then use the water to throw the switch. Head to the right with the key to open a door for a Sphere, and then head to the end.
Level Four Stage Four
This level deals with treacherous winds, which will carry you along rapidly. You can jump and you have control, so for the first section, go under, jump, go under twice, jump twice, and then slide to the door. The next section is very similar, use your sword to protect against the pigs you’ll bump up against, and jump into the first cannon you see to reach a Sphere. Then slide to the end of the level.
In the next section, jump up and hit the switch, then move on till you can grab the Tuba. This will protect you from the falling ice. Pull the first switch you see, it’ll give you another tuba, and then you can keep going on the air currents intead of jumping. The third switch will drop three big goobers on you, and if you move correctly, you’ll kill all their offspring really easily. If you haul ass, the tuba will last you till the end of the level. Pulling the second lever isn’t worth it.
In the next section, you’ll recognize your buddy with the key. Drop down the left side as fast as you can, assuming you’ll take some damage, then cross to the right to pull the lever and reach him before he disappears. Drop through the floor with the key to get the second Sphere.
Immediately in the next section you’ll get a chance to swallow a mega snowman. You remember the Snow Bowl don’t you? It’s awesome. The better you do, destruction-wise, in this section, the more loot you’ll get from the gold balls hanging from the ceiling. After you finish kicking ass, the snowball will land on the head of a giant snowman, revealing a black hole star.
In this black and white section you just need to move back and forth, right to left, and it’s not too hard, but the death wall comes down fast, and there are lots of things to avoid and lots of star switches to hit. It’ll always seem very close, but so long as you keep moving and consume or avoid the bad guys, it goes quickly. After that, you get a choice of bombs or cutter when you face the Doomer.
Level Four Stage Five
Kill the snowman and drop down. Head into the door and then head to the left for a key. Head back to the right for the key door, which leads to the path onward.
The next section has blocks of ice coming together and retreating. Jumping between is easy until you pick something up. There’s a knight you can grab a spear from near the beginning, which is handy for the mummies coming up, and then you grab a cannon, which makes life easier. However, if you drop down while holding the cannon, you have to drop it fast or you’re toast. Watch for a star door on the ground between the blocks of ice. Inside you continue to use the cannon to clear the path all the way up and to the left to grab a Sphere. Return to hop two more blocks of ice and move on. You MUST consume the fire guy on the way if you want the next Sphere.
In the next area, avoid the bad guys while melting all the ice and enter this door. This next section is a pain in the butt for getting the next Sphere. Hit the bomb block, then jump up and move to the right. Leap across the gap and then drop down to the space below and then dash to the right. Jump and float up as high as you can, then drop and dash to the right again to finally nab the thing. If you mess up, you can restart by backtracking out and then back in. Float up to the top to get shot back to the beginning so you can exit and enter.
Back on the outside, head to the right and up into another door. In this door, head right to grab the key (and fire if you don’t have it), and enrage the cats, then head back to the left for the key door. Now head right and grab the candle. Remember, you can put it down to do things like kill guys and pull the lever that is coming up. After you start jumping up, look to your left for blocks you should be able to melt. This will reveal a door. Eat the snowman for his frost ability, freeze the snowball guy, throw him to the right to hit the switch, and grab your Sphere.
Back outside, keep moving to the right, go through the door, drop down, grab the key, and move to the right, avoiding the cats. If you go through the star door on the left, you’ll get a Sphere and another key, otherwise, head to the right for the finish.
Level Four Stage Six
This gorilla/snowman mofo hops around. A LOT. He climbs the walls, jumps over you, etc. He’s not hard to avoid, but the longer you take to put him down, the more levels you’ll fall down with him, and the less room you’ll have to dodge him. Again, he gets bigger and more angry and changes his attacks to more dynamic version of the same ones when he reaches half his life. Otherwise, keep moving, keep floating and dashing, and he’s no problem.
Level Five Stage One
Things are going to be more challening. Not dramatically so, but in these levels you can easily fall to your death, so the stakes are higher, faster. Head to the right and go DOWN the far side of the mountain for a handy parasol. Then hit the star to move to the clouds. Here you’ll encounter some very traditional platforming. Stay to the top and keep an eye out for an orange star door below you where you can find a one-up, so long as you get the whip from the scorpion to the left before you enter the door.
As you move along, you can consume an owl for the Wing ability if you so choose. Otherwise, go through the door to the next section. Grab the parasol from the first guy you see through the door, and you can ascend quickly, driven by the wind. You can, at least, go back down, however, so look for the star door on the right, surrounded by blocks, for an easy Sphere.
Now the game is kinda douchey. It’ll offer you a bunch of edged weapons that will quickly kill you if you’re not careful. Most of the upcoming platforms will drop if you cut the cords. Float or fly as much as you can, and explore the upper passages as one contains another easy Sphere.
After the sphere head over to the right, avoid the goobers, and hit the exit. In the next section, the game practically forces you to take the tornado power, but you don’t necessarily need it. Keep heading up, look for secret corners with loot, and look for a passage off to the left just before you get to the owls and the next exit, where another Sphere is hidden.
In the next section you’ll be dodging giant rolling spikey balls. It’s not as dirty as it sounds. You’ll hide from the first one under a platform, and outrun the second to an open space. The third and fourth you can avoid or hide above. Then you’ll reach the second star switch and run from another. This time you’ll want to stay between the big ball and the smaller one you’ll catch up with, which will allow you to squeak into the space where you can grab the final Sphere before the end.
Level Five Stage Two
The first real bad guy you run into is a ninja. Take his power and the rest of the section to the door is a snap. In the second section, just proceed to the right until you see the bomb. This is pretty easy to get by the mummies, but it’ll blow up some bricks which hide a secret star door. Inside is a fun little Sphere room where you throw a bomb through a star switch hatch.
Back in the level, head to the right for the next section. Here you’ll be going up, pulling levers to clear the way. There is a knight and a ninja near the beginning, so you can arm yourself. When you reach the top, avoid the left and right star switches and just drop through onto the middle one under the bricks. Head up to the door to move on.
Now you’ll get a chance to grab the bomb ability from some guys (do so) and then you’ll face a miniboss. The bombs cream him quickly, but absorb the stone ability when you’re done with him. Head to the right and hit the first two wooden pegs, but NOT the third. This will allow you to run back under to the left and grab another Sphere. Head a bit further to the right to pull a lever and go to the next section.
Kill the first guy to net the super beam ability, which will allow you to activate these “lanterns” for goodies and, as it turns out, to clear your path. The third puzzle will open the floor, so follow that path, and then the fourth will open a black hole star.
This section is not hard, but it may take some practice. On the last all-orange set of blocks, you’ll need to stand ON the blocks for a clear shot. The one after that, ignore the grey blocks altogether, and stand on the orange blocks to the left to suck up the one on the right and then drop in where it was to spit ot at the bomb block. That will clear the path to the Doomer. The only new challenge here is the fact that the platform you’re on moves back and forth, so you can fall to your doom if you are not careful. When that’s done, head out the star warp, head to the right and up the ladder to cannons that will take you to the exit.
Level Five Stage Three
The first section of this stage is a training area, where you get the hang of ascending via ropes and fighting the wind. If you drop and grab the beam from the eye guy you can grab the one-up you see to your right as you ascend, otherwise, nothing special here. The last section is a rogue’s gallery of bad guys, so you can grab one of a number of powers.
In the next section, learn your footing against the wind, because you’ll need up. Up a ways and to the left is a hand cannon and once you have it, the jumping becomes much less forgiving. You don’t actually need it to get all the way to the top, it just helps and there is more loot if you have it with you. At the top is another star door, of course.
In the next section, inhale the rock guy and get prepared to drop fast. The rock ability will help you drop quickly through the next couple of sections as you chase your pal with the key. When you reach him, inhale, do not attack, or you’ll lose the key, and therefore, the Sphere. Hit the star door now to move on.
Now you’ll be heading up. You can use your weapons to open passages on the sides, but avoid the chompy guys. The second beam enemy is a dead giveaway for the secret star door to your right. Consume him, and use the weapon to open the passage. Here’s another Sphere room, just move to the right, avoid the chompers, move along the top to the left, and there you are. After that, keeping heading up, avoiding the cannon fire, to the star door at the top right.
The last Sphere here is a pain. As you ascend you’ll get the hi-jump ability. Activate the star switch, and then rocked up to hang from the lever. However, instead of proceeding up, drop back down quickly and then hi-jump back up to the extreme right, where another door is temporarily open, neeting you the next. Ascend and exit.
Use your hi-jump to keep going up quickly, and when you leave through the next door, you’ll want to hi-jump closely along the clouds at the top of the screen. Another final Sphere is hidden there before you reach the star door at the end.
Level Five Stage Four
It’s boot riding time! The first one will net you a blue star if you use it to climb the line of spikey guys, but the second one lets you fall through a golden brick, and reach a Sphere. Grab the beam from the guy at the end before you move through the door.
Now you’ll be ascending past cannons, then flaming cannons. The next Sphere is obviously beneath you, you just have to get the timing between firings right. Otherwise, the ascent is simple and straight forward until you get to the lever at the top, which you pull to open the bricks before the star door.
After that, select your weapon and prepare for another Super Bonkers, after which you get the badass hammer again. This makes it easy to clear the next area, popup guys included. Once everything’s clear, head up to the right and find a big spring. Pound that to reach the next area with the black hole star.
This black hole level doesn’t move as fast, but you can get squished very easily. It’s pretty simple if you mostly stay towards the top and just drop down when necessary. There are only two parts where you really HAVE to consume to move on, including the last part where there’s a string of flying guys. If you suck them all in you’ll clear the path to the very end, where you’ll have to time a drop to reach the exit door.
I grabbed the spear here to finish off the Doomer, as it was very easy to get under him and stab away. The floor instead of moving back and forth now opens up and closes off, which means you can get smushed OR fall to your doom, so watch your step.
Once he’s done, head to your right to exit the black hole, then head up and to the right for the door. Then, climb the ladder, kill one guy up top, and exit the stage.
Level Five Stage Five
This level is a series of boss fights, somewhat reminiscent of Mega Man, since you’re almost at the end of the star levels.
The level opens with a simple ascent, and then a choose-your-weapon extravaganza. Prepare to face an uber knight, and take his sword when you’re done, which will allow you to reach the Sphere in the next section. After that you get another simple ascent, and another chance to grab a sword before you face a Mounder. Take the stone after you kill him, which will clear the way to the next Sphere. Getting the pattern? Grab the beam from the eye guy in the next part to defeat the big water miniboss, and take the water to get the next Sphere.
After that, you’ll run into another knight, so take his sword to defeat the final miniboss, a robot you’ve never faced before. He can sic minions on you, but if you get up in the air and stay in his face, he’ll have a hard time hitting you. Steal the spark from him after he’s dead. In the next section, climb to the top of the pyramid, leap up and shoot down to reveal the final Sphere. Head to the right, and then right again to exit.
Level Five Stage Six
Climb up, take your choice of four weapons (I took fighter) and be prepared to face the Grand Doomer! He teleports a lot more than the other ones do, and when he flies to the background, he’ll unleash an attack instead of just rushing you, so when he does that, hang close to the top of the screen to stay above it. Also like Mega Man, once he’s done…well, he’s not done, of course.
Then the Grand Doomer gets four “stars” of energy, and he doesn’t hold still nearly as long. A knight will show up on the bottom of the screen, take him on for the ultra sword, wait for the short moments when the Doomer bounces into the foreground and then suspends himself in the air to strike. When you do, all the other bad guys on screen will get dropped as well, enabling you to gather some life along the way. The fight looks way worse than it is, again if you keep on him rather than letting him get his breath, you’re half way there.
Level Six Stage One
You didn’t really think that was it, did you? Welcome to Halcandra! As ever, head to your right. The first enemies you face are just well-dressed goobers, and the thing with the giant X behind you? Yeah that’s a big ol’ hammer that’ll come down as you pass under. You’ll do a lot of dashing. The next two enemies you face will give you fire or spark, respectively, after that, just keep hauling to the right. The fuse and cannon that you will pass lead only to a one-up, so it’s not much worth the effort, cuz it’s a bit of a pain to pull off. Head to the end and pass through the door.
Sadly, you’ll see a lot of items in this next section, but they’re all bogus. It just puts Kirby to sleep. Just keep dashing through this section, and you’ll be fine.
Now you’ll enter a cannon section. This is also very straightforward, and not too challenging. When the cannons take you through a series of bows, note the star door below. Shoot into the press ahead of you when it is closed and you’ll bounce off and down to the door.
In the secret area, fire the green cannon when the platform is at the bottom, and you’ll bounce off and be able to access both the Sphere and a one-up that will probably be pretty handy by now. Head back up to keep going.
Blast through one cannon and now you’ll face a long series of presses. Fire JUST as they are beginning to separate to make it all the way through. There’s an enemy who will give you the spark power just before you exit the section. The next two sections are more of the same, a lot of calculated hauling ass to the right. You’ll run over a secret star door in the second section, but it’s just another one-up, so best to keep moving. The second section here, at least, starts you off with an invincible lollipop, which will help no end.
Finally, now you’re underground. Almost immediately you can take a guy out for Monster Flame, which will make the rest of the level a snap. At the end you will reach a huge missile guard who will open the way to another black hole.
This black hole level is actually pretty easy, it just starts off brutal. Immediately use your super consume on the bricks to your right and fire them at the purple wall. It will, of course, retreat, leaving you room to move on. At least one more time you can use a super consume to get this thing off your tail, and otherwise it’s all about outrunning it. Dash whenever possible, even though it won’t help a lot, it’ll help. At the very end you have to get up and over and move back toward the wall to reach ther door, which will be terrifying, but you can make it!
Now you get to face another Sphere Doomer, this one is very aggressive and generates his own shields, so the bomb is an ideal choice for combatting him. When he’s done, head to the right to warp out, then drop down to the left to exit the stage.
Level Six Stage Two
This level is a series of small rooms. In the second, cross under one spiked box and then above the second. Inhale a spark-giver in the next room to clear it out in a hurry. In the fourth room, you’ll move left and then back on a higher level to reach the door. On the way you’ll dodge a few spinning blades and encounter some armored floating eyes. The spark will make short work of them, but they take a surprising amount of damage. You can also just avoid them and they’ll leave you alone.
In the fifth chamber you’ll head to the right, dodging and dashing past dropping drill bits. There are a few enemies, one of which will give you the frost power, and another of whom has a parasol. At the end there are some gel bad guys, so be sure to consume one of them. In the sixth chamber, ride the last press up into the ceiling to see some firey blocks you can cool with the water power to earn the first Sphere.
In the next room, hold onto the stone ability as you go through the grinding gears. The third set of gears has a Sphere within. To get it, jump out of the water and drop back down in stone form to crush the bricks. The next few sections are very straight forward, just floating and avoiding, but at the top of one set of ladders, look for Mike, a little guy in a helmet. You’ll want his ability for an upcoming boss fight. Hang on to it if you at all possibly can. And look out for the proximity mine guys, their range is greater than you might imagine.
Then you’ll run into your friend Dubior, but Mike will make short work of him, as well as run out during this battle. Steal the spark to make up for it, and in the next section, when the box you’re in starts moving, fire three electric shots into the ceiling to hit the bomb boxes above. This will clear three openings once you disembark, including a Sphere.
This next section is the last. Hit the lever to deploy a star key, but you only need to hang on to it through the end if you want the final Sphere. If not, it’s a lot easier to avoid getting trapped in the presses or making the jumps as you move to the right. Still not too rough, just more of a challenge. That’s all there is here.
Level Six Stage Three
The first section here is easy, move up, pull the lever, and get ready to move fast, the wind will catch you and it’s just a matter of jumping or staying low to avoid the enemies until you hit a cannon to the next section. It’s more of the same in the second section, but this time keep an eye out for a lever handle in the ceiling. Hit it to grab it and reveal a Sphere.
In the next section you’ll face a lot of those giant hammers, and there will be quite a few weapons to choose from. That’s because coming up is a DOUBLE miniboss fight. They share a single life meter, however, and the spear will make quick work of them.
In the next section a star switch will raise a floor that will immediately begin going back down. You can get a head start by throwing the switch and floating out to the right before the platform shows. The second gap, after the goobers, will have a Sphere down in it. If you drop and jump and float quickly, you’ll retrieve it without dying.
In the next section you’ll see scenery with stars, which means a super weapon is imminent. It’s a giant beam, and you’ll need to solve a lantern puzzle with it almost immediately. Keep heading up the ladders, and you’ll face a very challenging lantern puzzle, where they break into halves, making harder targets. When the lanterns are almost together, shoot the beam, hit them all on one side, then when they’re coming back together, do it again on the other side. This will reveal a black hole star.
Hooo, boy this one is frustrating. In this section, stay in the water as much as you can. It’s healthier, and you need all your life at the end for the Doomer. When you first hit bigger spikey guys, go up, across, then down to save getting trapped and to stay further ahead of the wall. When you come to the big enemy, just skip him. The door is right after. You can use a hammer or a spear against the Doomer, I found the spear handier.
After that, hit the cannon to your right and finish the level.
Level Six Stage Four
This is a very maze-like level with lots of alternative paths. The one below is the fastest.
The first chunk of this, just ride the current and follow the star paths to avoid damage. In the second section, eat the first guy you see to earn flame and some more visibility. Look for a sword enemy and enter the space above him to gain a hammer. Drop down to the far right bottom corner of the area to use the hammer for the first Sphere. Then move to the left, watching for bats, to reach the next area.
Take the spear off the first guy you run into, then just keep heading to the right. In the next section, drop through the floor into the current. You’ll reach a super cutter knight, but right before him is a spear knight, whose weapon will be very handy.
Drop into the water to reach the door and the next section. Here you’ll follow the current. Go right, down, up and to the right, and then back down for the next door. Here there’s just more following the current, and hugging the walls to avoid the moray eels. During the big open section, commit to flying down the middle without regard for your safety, etc, and you should pass right between all of them into another corridor that looks like a big pipe. That will take you to the end.
Level Six Stage Five
Grab a weapon from the eye guy and proceed through the crushing blocks. These, unlike others in the game, meet in the middle, so don’t get caught. In the next section, the roof will keep coming down, but changing. After a roof of spikes comes down (duck!) hang to the left to grab a Sphere.
The next section is a series of conveyors and platforms that is not challenging, but seems to be a smorgasboard of every bad guy you’ve ever faced. Look for an orange star door for a simple Sphere. Drop the star key on the conveyor, catch it on the other side, voila. Then hit the end of the conveyors for a whole pile of goobers and the next door.
Now another room where the ceiling keeps coming down. This time the third iteration will have a Sphere in it, but you’ll have to jump and float up fast to get it. In the next section, use a bad guy to explode the bomb block, then drop down. Pull the lever and drop down fast to avoid the spikey guys. Keep going down until you see the diamond, then use it to get in behind the cannon for a blue star, and then cross back to the right and continue down to get a Sphere and move to the next door.
Now is another section where the ceiling will keep falling in, but in this one the walls will stack so you must jump up and then find a safe place to hide. Head right for the first one, then double to the left and go right again. The second one is the opposite, the third you will leap up from the right side to get over a giant bad guy, and on the fourth the wall will come down in sections, giving you time to leap for a Sphere before hitting the exit.
Level Six Stage Six
Gird yourself for battle. You now face the Metal General. He has a sword and will throw things like missles and baby UFOs at you. Otherwise his strategies aren’t much different from anyone else’s. The ninja or sword powers are recommended. A powered up sword hurts him quite a bit, and he stays on the ground enough to use it a lot. At the halfway point and at close to dead he will jet away on his rocket, but bide your time and he shall return for more beating.
Level Seven Stage One
This looks more intimidating than it is. Just look out for lava spouts and move slowly to your right, and you should be fine. There are a few weapons to choose from, including a spear in the beginning and needles near the end.
In the second section you will have to outrun giant lava rocks. Each path leads to a star switch that will drop the rock into a hole before it hits you. In the last part, dash through the grey brick sections, grab the key, leap the goober, and you’ll be home free with a Sphere AND a one-up to grab.
The next section brings you face to face with another water monster, but he’s easy to take out with the fire ability you should have by now. A cannon in the ceiling will try to make things more difficult, but it’s really not. Take his water ability, and in the next part, grab the key and do a dash across the lava, which will take you to the star door, where you can soothe some lava with your water to open another star door for a Sphere.
The next section features eels leaping out of the lava to attack you. Near the end of the top trail, you’ll spot a bomb block. Hit it to reveal a door, inside which is a trail where you have to chase another guy for a key. Do NOT hit the third or the sixth switches, and you’ll guide him to the end where you can get the key and then the Sphere.
Now you can see a snowman who will give you the Snow Bowl, bless him. Plow through the level, keep heading up, and you’ll wind up placing yourself on a volcano and blowing it up, revealing…a black hole star.
As we learned before, you can use the big consumables to make big stars to hold the purple wall back. This will be vital in this level as it is convoluted and requires you to go up and down a lot instead of maintaining a straight line. Thankfully it is not difficult, just indirect, so expect to lose a life or to figuring out our route. After you pass the falling blocks, you’ll start pulling handles to clear your own way. After that, it’s Doomer time.
Unfortunately, there are two issues. Likely you’ll either be unarmed or just have the whip (ditch it and go unarmed, in that case) and there is a fire-shooting cannon in the middle of the arena. This is disadvantagous, but otherwise, the Doomer’s approach is thankfully familiar.
Level Seven Stage Two
You will ride an elevator down a central shaft and face a number of enemies. You can get arms off many of them, thankfully. When the rocks start dropping into the area, look on the left for a Sphere protected by armored eyes. Otherwise, when you reach the bottom, continue through the door.
Grab the ninja’s weapon right away, if you like, and leap up and over the moving lava rock. This will be your pattern, you’ll either climb over those or drop past them as you move down. Look for green grates to one side of the rocks or the other. When you reach the bottom there will be another ninja, and then you will drop down between hot lava rocks and make your way to the right where there is a door.
In the next area, you’ll grab a hi-jump and fly upward. Maintain a path to the right for another Sphere, otherwise, hit the cannons up top to move on. The next two sections will have the ceiling coming down. The first is a warm up, the second, you must dash the second the level starts and start jumping bad guys and obstacles immediately. If you’re slow or if you change the pace, you’ll get caught. The only object you should slow down to grab is the hand cannon, which will make the rest of your desperate charge a lot easier.
Now you get a choice of weapons and it’s time for another Super Bonker, which means another mega hammer, which means fun times! There are some mini puzzles through here, where you have to line up a power source. If you simply hit the attack button, you use the weakest attack, which will lower the power circuits one level. Shake the controller once for lowering them two levels, and shake twice for the most powerful attack to really hammer the thing home. Once you reach the bottom you will take our four gas flares, and then a super big one to open up one more black hole star.
This one is fast, but not as hard as the last couple. You will simply just keep dropping. You can’t delay the wall, you just have to stay ahead of it. Every time you swallow, do so to keep moving, you’re not going to shoot anything. As you drop further down, you’ll start to drop in and out of water. Simply keep an eye on where you need to get out at and expect to change your path often. When you near the end, the walls will start to collapse when you hit a star switch. Sometimes this will hurt you if you’re not in a safe position, including jumping up to where a red star is to let the walls hit together without you in between them. Keep an eye on your space before you hit each switch to make sure you’re safe.
While you will only have the leaf ability available to collect to fight the next Doomer, the arena isn’t as ruthless as the last one, the floor just moves around a bit. Leaf is pretty powerful if you can manage to hang on to it, and the uppercut and flying attacks will get him out of your hair quickly.
When you’re done, head right, go through the door, head right, through the door, and prepare for three ninjas to get the drop on you just before you exit!
Level Seven Stage Three
Shoot yourself down, then again as soon as the walls pull apart. Hit a fighter for his skill, then avoid the giant red-hot stone on the way to the first door. More stones will be in the next section as you move on, so avoid them as you move along. I floated through most of this stage, staying near the top, but not so near as to be hit by stones as they fall into the screen. After you pass through about four walls, you’ll see the next door.
In the next section, run past the four stones, kill the spear guy, and use his spear to backtrack and drop through the floor via the grey stones. This will let you reach the first Sphere. Watch out for the giant falling lava “trees” and then there’s a lot more stones to dodge before the next door.
Now you get to face the first miniboss. That’s right, the first. Lucky you. Drop down and move to the right. Drop through the floor and hit the snowman for his frost ability. Not great, but all you get here. A Dubior is coming up, and note the floor will continue to move like this while you fight, which is not helpful. When he’s done, move to the right and look for a Mike below the exit door. That’ll come in handy.
If you want to save the Mike you’ll have to play defensively for the next section. Basically that means avoiding not only the giant, and I do mean GIANT red-hot stones, but the enemies as well. The last huge rock before the exit hides a secret star door. Inside that door you’ll ride a boot to the right, bouncing off opponents, until you can unlock another boot in a gold brick which will take you to another Sphere.
Meanwhile, back in the room with the giant stones, hit the door and keep playing defensively. The next area will give you a tuba and start dropping enemies on you. At the last wave, move to the left and you’ll hit the dude with the key, which you can carry on with you. Unfortunately, carrying it with you in the next section is quite the challenge. If you can get the key to the top, you get another Sphere.
The ascent isn’t hard, but it is guarded by fighters, flying enemies, lava eels, AND some boulders for good measure. At the top on the right is the exit, across from the star key door. Through there you get an ultra sword, and you can start kicking ass. This is extremely satisfying, as you get to kill just about every boss again with one shot. When you drop the Super Boomer, be aware of a trap. There are three goobers and four pillars. When the last two pillars are gone, the ceiling will drop, so stay in the center where there is a space to avoid getting crushed. When you reach the top of the area, strike the volcano with your mighty sword!
Here’s another black hole level, this one isn’t so bad, but you have to keep in mind that every single block, even if they’re little, is heavy enough to need a super consume. You will also occasionally have the chance to beat the wall back to buy some time. This is also one of those levels where pacing helps stay ahead of the curve and keep you in the right place compared to the flying rocks.
Now you face two Doomers. Luckily you have the water power which is a great advantage under the circumstances. They share one life meter, and they’re not too hard to put down by this point, not compared to earlier fights.
After that’s all done, head on out and then to the right to find a star which will carry you away to the exit.
Level Seven Stage Four
The cutter will work well in this level. Now you face the four-headed dragon. It’s easier than some of the boss battles you’ve had so far. Standing and shooting above you with the cutter is very effective. Attacks include flying at you, breathing fire down and out to the sides, and throwing wind at you, which is both an attack and which will push you away. Once the halfway point is hit, the dragon will break into four mini dragons, and the fight is basically over if you still have the cutter. They go down fast, with attacks limited to breathing fire straight down and joining in a big laser thing which is easy to avoid.
Level Eight Stage One
You didn’t think that was it did you? Prepare for things to get really epic now that you’re in the last stage. It’s only one “stage” but it’s long enough to be several compared to what you’ve been through so far.
First you’ll go through a couple of subsections where you’re…in a side-scrolling shooter? You’ll ride your dragon and hit 1 to fire (you can charge, too) and 2 to dodge off your plane for a moment. There’s nothing too tough about this until you get to the region where the scenery tries to crush you, but just bide your time and you’ll be fine. Take out the big enemies as soon as you can, and look for fruit near the end to load up for your first toe-to-toe with Magolor. Kind of.
Here you’ll actually fight his ship, not him at all, and it’s an easy start. He will fire two kinds of shots at you, small shots and larger ones that home in on you. He’ll also do an attack where he sweeps the entire screen, but slowly enough you can stay ahead of it and get out of its way. Once you’ve done enough damage, he’ll switch sides of the screen to get behind you for a while, but that’s all there is to it.
Next you’ll go planetside and choose from a wide array of weapons and NOW face Magolor for real. Expect to fight him a few times before you get used to his patterns, but the prime thing to watch out for are blobs that he drops that turn into stalacmites erupting from the floor. You can stand between them, but they shift and redeploy quickly, or you can float above them and take shots at the bad guy. His primary attack, however, are three glowing orbs, which you can dodge if you’re fast.
Once he’s taken some damage he’ll try some other dirty tricks. He’ll fire a giant beam at you, which is easy to see, and not too hard to avoid, but his really cheap attack is a giant black hole in the middle of the screen. Avoid it at all costs, try to stay on the ground and dash, as if you’re in the air, you won’t be able to avoid being sucked in, which causes massive damage and the loss of your weapon. Avoid this at all costs, obviously.
You remember the stars as life bar thing right? When you get Magolor down to nothing, he’ll retreat, re-energize, and you’ll have to fight minions in the foreground to get super weapons, which will clear out the minions and allow you to take a good shot at the boss. You’ll use three different weapons by the time this is done, whether you like it or not, and when you finally, FINALLY get Magolor down to 0 life, you’ll bust out the sword and beat him down.
But of course you’re not done yet there either. Fortunately if you die in the next encounter, you’ll start here, against Magolor phase two, as opposed to going back all the way. If you’re good with it, take the Fighter weapon.
He has some new attacks, of course, including throwing out black hole stars and joining them with deadly beams, there are a few variants of this attack, but it amounts to the same thing, and then there’s two giant black hole stars on either side of the screen. They’ll either be high or low, so get above them or below them. Magalor will charge between the stars in a brutal attack that you must avoid. He will also attack with sweeping sword blows, one to each side, and a bizarre “window” attack. When the window appears, float up so that you’re in the area where one of the panes will be when the window blasts from the background into the foreground. Otherwise, keep your eye out for all the same shenanigans as the first fight. It’s a LOT to watch out for.
Likely you’ll need to go through this a number of times, as there isn’t a really good secret to defeating him, just learning his patterns and how to deal with them. At least you don’t have to keep starting over though! Once you put him down for the second time, congratulations, you’ve beaten the primary game mode in Kirby’s Return to Dreamland!